90 lines
2.4 KiB
C#
90 lines
2.4 KiB
C#
|
using RoR2;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace EntityStates.Wisp1Monster;
|
||
|
|
||
|
public class FireEmbers : BaseState
|
||
|
{
|
||
|
public static GameObject effectPrefab;
|
||
|
|
||
|
public static GameObject hitEffectPrefab;
|
||
|
|
||
|
public static GameObject tracerEffectPrefab;
|
||
|
|
||
|
public static float damageCoefficient;
|
||
|
|
||
|
public static float force;
|
||
|
|
||
|
public static float minSpread;
|
||
|
|
||
|
public static float maxSpread;
|
||
|
|
||
|
public static int bulletCount;
|
||
|
|
||
|
public static float baseDuration = 2f;
|
||
|
|
||
|
public static string attackString;
|
||
|
|
||
|
private float duration;
|
||
|
|
||
|
private static int FireAttack1StateHash = Animator.StringToHash("FireAttack1");
|
||
|
|
||
|
private static int FireAttack1ParamHash = Animator.StringToHash("FireAttack1.playbackRate");
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
base.OnEnter();
|
||
|
duration = baseDuration / attackSpeedStat;
|
||
|
Util.PlayAttackSpeedSound(attackString, base.gameObject, attackSpeedStat);
|
||
|
Ray aimRay = GetAimRay();
|
||
|
StartAimMode(aimRay);
|
||
|
PlayAnimation("Body", FireAttack1StateHash, FireAttack1ParamHash, duration);
|
||
|
string muzzleName = "";
|
||
|
if ((bool)effectPrefab)
|
||
|
{
|
||
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
|
||
|
}
|
||
|
if (base.isAuthority)
|
||
|
{
|
||
|
BulletAttack bulletAttack = new BulletAttack();
|
||
|
bulletAttack.owner = base.gameObject;
|
||
|
bulletAttack.weapon = base.gameObject;
|
||
|
bulletAttack.origin = aimRay.origin;
|
||
|
bulletAttack.aimVector = aimRay.direction;
|
||
|
bulletAttack.minSpread = minSpread;
|
||
|
bulletAttack.maxSpread = maxSpread;
|
||
|
bulletAttack.bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u);
|
||
|
bulletAttack.damage = damageCoefficient * damageStat;
|
||
|
bulletAttack.force = force;
|
||
|
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
|
||
|
bulletAttack.muzzleName = muzzleName;
|
||
|
bulletAttack.hitEffectPrefab = hitEffectPrefab;
|
||
|
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
|
||
|
bulletAttack.falloffModel = BulletAttack.FalloffModel.DefaultBullet;
|
||
|
bulletAttack.HitEffectNormal = false;
|
||
|
bulletAttack.radius = 0.5f;
|
||
|
bulletAttack.procCoefficient = 1f / (float)bulletCount;
|
||
|
bulletAttack.Fire();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void OnExit()
|
||
|
{
|
||
|
base.OnExit();
|
||
|
}
|
||
|
|
||
|
public override void FixedUpdate()
|
||
|
{
|
||
|
base.FixedUpdate();
|
||
|
if (base.fixedAge >= duration && base.isAuthority)
|
||
|
{
|
||
|
outer.SetNextStateToMain();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override InterruptPriority GetMinimumInterruptPriority()
|
||
|
{
|
||
|
return InterruptPriority.Skill;
|
||
|
}
|
||
|
}
|